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gluproject(3g) [xfree86 man page]

GLUPROJECT(3G)															    GLUPROJECT(3G)

NAME
gluProject - map object coordinates to window coordinates C SPECIFICATION
GLint gluProject( GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble *model, const GLdouble *proj, const GLint *view, GLdouble* winX, GLdouble* winY, GLdouble* winZ ) delim $$ PARAMETERS
objX, objY, objZ Specify the object coordinates. model Specifies the current modelview matrix (as from a glGetDoublev call). proj Specifies the current projection matrix (as from a glGetDoublev call). view Specifies the current viewport (as from a glGetIntegerv call). winX, winY, winZ Return the computed window coordinates. DESCRIPTION
gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in winX, winY, and winZ. A return value of GL_TRUE indicates success, a return value of GL_FALSE indicates failure. To compute the coordinates, let $v ~=~ ("objX", "objY", "objZ", 1.0)$ represented as a matrix with 4 rows and 1 column. Then gluProject computes $v sup prime$ as follows: v sup prime ~=~ P ~times~ M ~times~ v where $P$ is the current projection matrix proj, $M$ is the current modelview matrix model (both represented as $4 times 4$ matrices in column-major order) and '$times$' represents matrix multiplication. The window coordinates are then computed as follows: "winX" ~=~ "view" (0) ~+~ "view" (2) ~*~ (v sup prime(0) ~+~ 1)~/~2 "winY" ~=~ "view" (1) ~+~ "view" (3)~*~(v sup prime(1) ~+~ 1)~/~2 "winZ" ~=~ (v sup prime(2) ~+~ 1)~/~ 2 SEE ALSO
glGet(3G), gluUnProject(3G) GLUPROJECT(3G)

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GLUUNPROJECT(3G)														  GLUUNPROJECT(3G)

NAME
gluUnProject - map window coordinates to object coordinates C SPECIFICATION
GLint gluUnProject( GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble *model, const GLdouble *proj, const GLint *view, GLdouble* objX, GLdouble* objY, GLdouble* objZ ) PARAMETERS
winX, winY, winZ Specify the window coordinates to be mapped. model Specifies the modelview matrix (as from a glGetDoublev call). proj Specifies the projection matrix (as from a glGetDoublev call). view Specifies the viewport (as from a glGetIntegerv call). objX, objY, objZ Returns the computed object coordinates. DESCRIPTION
gluUnProject maps the specified window coordinates into object coordinates using model, proj, and view. The result is stored in objX, objY, and objZ. A return value of GL_TRUE indicates success; a return value of GL_FALSE indicates failure. To compute the coordinates (objX, objY, and objZ), gluUnProject multiplies the normalized device coordinates by the inverse of model*proj as follows: objX (objY)=INV(PM)(_______________-1) objZ _______________-1 W 2(winZ)-1 1 INV() denotes matrix inversion. W is an unused variable, included for consistent matrix notation. SEE ALSO
glGet(3G), gluProject(3G) GLUUNPROJECT(3G)
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